Showing Posts For DarthMohax.2593:
Cooldown on Kick should be a little less (18 secs untraited), somewhere i already posted why (it will fit perfectly into mace+hammer knocklock).
Stomp is just unusable in situations when its most needed – animation is too long and enemy can evade it easily, and with such long cooldown its not spammable so you cant repeat if you failed (im talking about wvw mostly, and Hills bridge to lordsroom is one of the places). Btw there is a guardian skill on shield, one that creates a dome to block projectiles – its 40 sec CD, so stopm really should be lower.
Bull’s Charge is ok, if only it could hit more reliably
And Bolas – thing thats broken with bolas is not CD. How many times you actually landed bolas on escaping enemy? and how many times it got obstructed, or out of range or just disappeared somewhere? Thats a huge bug, one that makes me roar every time i use bolas from some distance on moving enemy. (i still use kick and bolas for my utils, they help team alot when used right)
There is one thing i want to correct in the OP – Kick. It should have recharge decreased to 18 secs untraited and knockback reduced by 20 pionts (to 220).
Reason behind this – its an effective interrupt if traited, but still allows warrior to stay on his target while providing some crowd control. If not traited – 20 secs just pukitten out of synergy with mace and hammer (noone uses them both in spvp anyway it seems, so im speaking from WvW and theory point, i may be wrong (when i tried, i was roflstomped because bunkers own, and every bunker have stability)) for chain KDs and interrupts.
And AlBundy made a nice suggestion i think… not sure if it will help the way he believes though
(edited by DarthMohax.2593)
I have actual combat expirience with IRL maces, so both your opinions about speed are only half-true. Its not the “strike” with mace that is slow, its “recovery”. Now, IMO, only the 3rd strike in mace chain could be a little faster, without that stop on the top of trajectory (it looks like my big and strong charr is already tired just from 2 swings omfg).
Mini-block would be nice on 2nd attack in the chain, though i alredy find it very hard to use mace in PvP, but in pve its fine combined with offhand sword (you can solo champ abomination with some practice)
Now, after playing for some time, abusing ACs every way possible and being abused by them i can say that in my opinion the only thing that is unfair and OP in carts is their range. Why? because you cant use anti-siedge weapon – ballista – to clear them out. with increased AoE from cart mstery you can easily destroy ballista because your range is more than effective ballista range, and in may cases you dont even need that, because places where ballista can be useful are completly in range of increased AC range (remember, maps were balanced based on old range). Rams are not viable any more in most cases, becasue they melt fast, and players using them even faster. Golems are not in good position too – too slow, and they melt even faster than rams IMO, because everyone focuses them.
So, removing range boost and tuning damage 5% lower (cant reason why 5%, i just like it) will bging carts into line (or give golems unfair defence against carts, so we can storm the gates with them).
Im sure many of these thoughts were already posted so if nothing changes in famous May 28th update it will be… disappointing.
MInd Blast eles became meta after some balance patch, where energy management became a little better and it became easy for a little-more-than-average-skilled-player.
Nowdays i rarely see engis in WvW… even before nerfs most of enemy population was guardians, mesmers, eles and thieves.
Anti stealth trap to kill one thief, how nice (that makes what? 15 badges per one perma stealth thief?).
Thieves cant be nerfed in wvw because they will be nerfed in other aspects too, and really, OP stealth is the only thing keeping them alive. However, the very core of stealth mechanics seems broken by design, because you can stealth any time anywhere and cant be removed from stealth (nono, now you have traps, 10 supply and some time to place, and it will be wasted on some noob mesmer). Only fix is introducing stealth-breaking skills to other profs… or overhauling the whole concept of stealthm but thats not going to happen. (i wonder how GW1 assassins managed to kill their targets without any form of stealth, hm.)
Healing is reduced by 100% , armor reduced by 50% (because you took it off in your beserker rage).
You stay in Beserk state until your hp hits 1% or you die.
You are dead meat in PvP situations after something like 10 seconds IMHO.
Speaking about numbers – i cant judge because i dont play in the primetime (its night for me, heh), but overkills (like golrm rushes in the morning, etc) are common enough practice. BUT i cant balme anyone for running from fights, since its wise to run frm fight you cant win (and they give more WXP when you finally kill thm, thanks to it i leveled 3 levels in about 5 hours of casual gameplay).
Speaking of GvG – it has nothing to do with WvW, as well as duels and other stuff. I’d like to participate in some, but my guild doesnt field the numbers (or im missing them). That matter (i mean guild raids) sometimes makes me mad, because of some guild coming into our border with numbers twice of ours, roflstomps us (lets face it, they are guild and we are pug) and then, then… dances on dead bodies. wtf is that, some great achievment?
im guilty in leaving in the middle of the fight… sometimes its too much when you lose even in game :(
Well, these player idea of fun is perverted in my perverted opinion – isnt it more fun to hand big and scary server his kitten by teaming up with your unfourtunate partner? i think its the most fun you can ever get (well, killing 40 golems with oil is about as good)
Only a WvW player knows what terran marines feel when zergs overrun them.
And that was demonstrated how? Make the change to zero clicking and then come back to me after a few months playing that way and tell me you are going back to clicking because it is better.
I alredy went back to keys+clicks (maybe im bad player, thats possible too) right now gw2 speed is kinda low, you have plenty of time to move your cursor and watch things… And in zerg situations it doesnt matter anyway. Even in sPvP fights are either too quick (thief burst or 100blades (well, they arent anymore)) so you cant do anything (ofc you can always pop some invulerability but i dont have any on my bar coz im war) even if you wanted, or too slow and you can watch birds flying around.
(edited by DarthMohax.2593)
We all eventually make the switch away from clicking if you play long enough, and then you will see and understand what is wrong with clicking.
Well, its indeed possible that your expirience in games is greater than mine, but so far there wasnt a single MMO (including GW1) where players produced better results with just buttons rather than with buttons+mouse clicks… though its already off-topic, so lets just stop.
And it doesnt work with Bulls Strike… and sometimes it doesnt work with whirlwind attack too, when you get immobilised just before you get your evasiuon status but animation already started… all in all, it was working a little better before last patch, more reliable.
Cant see what wrong with clicking… i click my utility skills, coz its uncomfortable to press buttons, and i sometimes click weapon skills as well, when im using all my fingers to move my char…. and for targeting too, but not in GW2 since its extremly hard to target anything with mouse here
That showed most of my small team gameplay pretty good Cant expect developers be more skilled than a-little-above-average players (if i got team composition right – they are not some dedicated testers or something like that). Random guys tagging along made it into Almost-zerg gameplay video, but there was no worthy opposition, as mentined above.
However, its good to see someone actually trying to do that, so stop complainig and compliment ANet for streaming I’d like to see more, with full scale siedges, outmanned or owerpowering forces and so on, just to see how developers play their own game (maybe they are doing something wrong and cant see problems we whine about on forums).
IMO having AC damage redused against other siedges is only logical choice… Lets see golems – big robot made of steel (or whatever metal that is, i hope its not paper) suffers from simple arrows (ballista bolts mke sense, since they are designed to kill golems) – thats strange. Rams are hard to destroy with arrows too, because its just arrows and flame ram looks sturdy enough to hold itself against arrows.
However, having swirling winds and other counter-treb skills removed (lets face it, noone will ever request ele with focus anymore) made siedges into contets of speed-building trebs and catas.
But on the other hand, it will give birth to some new and smart tactics (but taking Hills will be an EPIC pain in the kitten if lords room is siedged).
I still say reflecting treb and cat shots would be fun. If they could be reflected multiple times the ping-pong matches would become things of legend!
Cant agree more!
Regarding topic – no, trebs are perfectly fine, they are designed to be something that can attack from safe place.
Yes, Spanish built long range siedges like crazy, and they cared about cuting supplies as well (something we should take care of too).
But Hills are pretty well defended against any prolonged siedge if defenders have countersiedges ready, so golems are valid tactics if you dont have time and dedication for slow advance with trebs and catas.
Huge humanoid robots defending our borders (attacking enemy borders) are just cool.
(edited by DarthMohax.2593)
looks like we will lose this week (i mean UW will be second), but i really dont get how DE srevers can have so many ppl at early mornings…
And then do a proper Arcing slice (uppercut, remember) with blowout, rince repeat
On Gates of Madness we have solved the commanders who don’t command problem. The only one allowed to give commands is Supreme Commander ARM. Everyone else is not allowed to pretend to be a commander.
Im really happy im playing on Underworld…
Some commanders dont command – so ignore their pins and do something useful (im pretty sure if there are more than 15 ppl on the map you can organise even without that dorito (however when push comes to shove such groups usually scatter because everyone thinks differently))
Btw noone so far mentioned most basic trick – dont be ashamed of running away from 1v1 fights you cant win. Run from mesmers, most likely run from thieves, run from necros if you are not sure you can outplay them…. no need to worry about rangers, guards and other warriors, coz most likely you will be able at least disengage safely. Idk about eles, too hard to discern when you need to run
That, however, doesnt mean you should leave your comrades in pinch, unless enemy numbers are really owerwhelming.
PS – kitten i confused that thread with WvW forums so everything i said here applies only to WvW
As expected, welcome to another week…
(no offence as well)
Missing POI and vistas – work hard and cap these towers and keeps you need
Hard numbers are in my message – alought they arent really hard, because i never intentionally tested it in spvp. but description of the immobilize condition states – stacks duration (http://wiki.guildwars2.com/wiki/Immobilize), and it doesnt stack.
When you use movement skills from the edge of the cliff, you will retain speed you had just before leaving ground (so if you use Rush to rush off the cliff you will still travel 1200 on X axis, while falling). This does not apply to Savage Leap, since you start falling after the animation ends.
Also – this is a bug for sure – immobilize condition does not stack duration, it overwrites duration. So if you use Leg spec with bladetrail, hit your target (1s immobilize), then throw bolas (4s immobilize) and your GS will hit same target on its way back (1 s immobilize) you wil get about 2.5 secs of immobilise, instead of 6 (and it will waste your bolas completly, so beware).
Rush issues might be also related to terrain issues – at least in the cases where you run without moving (you just happened to hit an invisible obstacle) or where you run past enemy (well, there was an invisible obstacle on the straght way, so you avoided it (LOL)).
If you look carefuly on your run animation you might see the little irregularities in foot placement (and try climbing some rocks or other difficult terrain), which , i believe, are result of not-so-ideal connection of different parts or terrain meshes… and since Swoop is more like “jumping” (like sword#2 on War), it flies over all these little obstacles (note that sword#2 almost never fails to such bugs, and when it does the obstacle is usually quite obvious (meaning you will encounter it if you try to run through that place)).
Well, just logged off from defensive fight in DL border…. too bad dark side is not strong enough in me and i cant win 1v15 fight still did my job though, nightcapping and so on.
there you have it, drakkar lake is a german server, we play at times which are -1 GMT.
uhm… isnt german timezone + 1 GMT (+2 summertime)?
Anyway im looking forward this friday, hope we will end up in the same tier again, nice balance and i got used to your tactics
Hmmm… i get up at 6AM (+6 GMT), go to work, and when i get back home its already 7PM, so i play for a hour or two, do some stuff and go to bed around 11PM. And that happens at mondays, tuesdays and wednesdays. And im part of the ealry morning crew
Edit: and from Underworld
Speaking about matchup – i like it, though morning crew is not really best one but that can be said about all 3 servers.
(edited by DarthMohax.2593)
This trait must not be changed, because its at least little something that provides tactical depth (well, imagine difference between ele using AC#2 and war using AC#2 with leg spec), and gives small teams chance to actually kill enemy zergs in choke points designed for it (like entrance to Vale camp, or Lowlands camp). 1 AC, 2 ballistas and zerg is wiped IF it doesnt get past that choke point. Currently there is only one way to prevent that – combine guardian walls and warrior leg spec to hold them in place while ballistas shoot (and if you gonna argue that killing superior force using choke points and tactics is not something that works as intended – well, you can as well request WvW to be just plain map with 3 zergs)
That aside, necromancer Hemofilia should work on ACs too, and similar trait of other professions as well (this will add even more tactics).
Im not going to QQ about pincer attacks, not enough manpower in our night crew (im part of it though) and overall lack of organisation, but fights are quite good and lootbags are in abundance ^)
Ppl acattering around and not being able to grasp the battlefield are another story completly (tbh im not always good in this myself, losing tactical view in chaos of battle. And that is one of reasons why i still not farmed 100g for badge).
I’m in T6, so i have little expirience with multi-zerg battles and tactics, but anyway noticed that ppl dont see commander until battle or charge is finished, so i dont relly see a problem with commander staying a little behind (not in the kittening last line, with wounded and dying ppl but in like second line).
Also, i heard that commanders can form squads but never saw even one squad, is that even possible?
I find it strange, that ppl only obey commander when hes leading the zerg…. IMO if commander CAN dive in and get out alive thats good, but if he CANT – well, its my job to pwn those guys in enemy zerg, i dont mind my commander staying behind and taking his time to think or whatever hes doing, as long as his leadership brings results. If we had any way of coordinating and directing azergs or small groups other than blue hat – i’d even expected commander to sit in keep and watch the map half the time (well, you know, like in BF2, commander tells squadleaders what to do, squad leaders report back to commander).
Loot bags, loot bags everywhere!
So it was you who operated that AC/… gz on lootbags
Just now epic fight for SM castle was finished, 3 zergs mowed each other down for like 40 mins inside SM, and whole operation took a little more than two hours (UW point of view). Brilliant leadership for APE (not sure though) commander Nimodem (i hope he dont mind) and unyelding resolve form zerglings allowed us to be victorious despite dire circumstances.
(and i hope i didnt made too many mistakes in that sentence)